• 제목/요약/키워드: Narrative Function

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한국 SF영화를 통해 본 미래사회와의 조우 방식 -<설국열차>와 <승리호>를 중심으로- (The Cinematic Encounters with Future Society in South Korean SF Films -Focusing on and -)

  • 신진숙
    • 한국콘텐츠학회논문지
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    • 제22권2호
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    • pp.665-681
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    • 2022
  • 본 논문은 미래 디스토피아 사회에 대한 재앙의 상상력을 구현한 한국 SF 영화 <설국열차>와 <승리호>를 비교·분석했다. 서사 전략을 살펴보면, 두 영화는 공통적으로 미래사회를 지구환경의 위기가 일상화되고 빈부격차가 극단적으로 심화된 자본주의 사회로 재현하고 있다. 인류를 구원함과 동시에 멸망시키는 천재 과학자가 출현하고 과학기술-자본을 독점한 지배권력이 등장한다. 그리고 이에 맞서는 평범한 주체들로 구성된 저항 세력을 내세운다. 하지만 두 영화는 이와 같은 표층서사의 유사성에도 불구하고 기저의 심층 서사에서 미래사회를 바라보는 시각, 특히 자연, 과학기술 그리고 인간-비인간 행위자에 대한 인식 차이를 드러낸다. 본 논문은 이를 작품속 사물(오브제)의 구성방식과 그 내러티브 기능에 대한 분석을 통해 조명했다.

<짐가제굿>에 나타난 살(煞) 막음의 의미와 제의적 성격 (A study on the correlations of between the ritual feature and the narrative)

  • 이경화
    • 공연문화연구
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    • 제38호
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    • pp.225-248
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    • 2019
  • <짐가제굿>은 함경도의 망묵굿에서 구송되는 무가로, '살(煞)이 들어오는 걸 막는 거리'로 알려져 있다. <짐가제굿>은 서사의 길이가 짧고 조사된 각편의 수가 적으며 추가 조사 또한 어렵다. 이에 <짐가제굿> 연구는 현재도 연행되며 서사가 유사한 <차사본풀이>와의 비교 속에서 이루어졌다. <짐가제굿>을 보다 온전히 이해하기 위해서는 <짐가제굿>을 중심에 두고 논의되어야 하며, <짐가제굿>의 '살이 들어오는 걸 막는 거리'의 제의적 역할과 서사의 상관성 또한 주목할 필요가 있다. 이에 본고에서는 우선 <짐가제굿>의 서사 속 살을 막는 화소의 의미에 대해 살펴보았다. <짐가제굿>은 강림골이 주요 배경으로 나타나며, 마을 외부인의 죽음과 그 한을 해결하기 위한 일련의 과정 속에서, 개인의 문제가 마을의 문제로 확대되는 것을 확인하였다. 그로 인해 문제의 영향이 마을 전체에 미쳤으며, 마을 구성원 간에는 공포의 감정을 공유했다 이에 원혼의 해원, 악인의 징치와 더불어 살을 막아 마을 사람들의 두려움을 해소함으로써 완전한 해결이 이루어졌다고 논의했다. 나아가 <짐가제굿>은 개인굿인 망묵굿에서 구송되나 서사 속 살 막음의 의미를 통해, 이 거리는 그 제의적 기능이 개인굿의 범위를 넘어 마을의 안녕을 위한 거리로서 기능한다고 논하였다.

초서의 이야기하기 -바흐친의 개념을 통해 본 「서생의 이야기」 (Chaucer's Storytelling: The Clerk's Tale in Terms of Bakhtin's Concept)

  • 이동춘
    • 영어영문학
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    • 제53권2호
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    • pp.281-306
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    • 2007
  • M. M. Bakhtin's dialogic concept of multi-voiced discourse allows us to open up the text of The Clerk's Tale and to account for its radical heterogeneity. Once we recognize the multi-voiced character of The Clerk's Tale, then what was heretofore regarded as discontinuous or ignored can be seen as the clash of several different world-views. Such a conceptual framework gives an added depth and scope to such thematic subjects as sovereignty, the status of women, and rhetorical style. There are three different and antagonistic voices involved in the tale's narration. These voices project different viewpoints or world-views, and they consequently engage each other in a polemic debate. Their relationship with each other is discontinuous and dialectical rather than continuous and harmonious. The first voice is the Petrarchan voice of moral allegory, which is the voice of tradition, authority, and high seriousness. This voice of moral allegory regards the story of Griselda as an exemplum of spiritual constancy and virtuous suffering. The second voice is the Clerkly voice of pathos based on human experience and feeling. This voice is defined by the Clerk's asides and apostrophes interspersed in the narrative proper, which function to engage the Petrarchan voice in a polemical debate. The third voice is the voice of parody, nominally identified with Chaucer the poet, which is located in the second ending, including Envoy. Whereas the other two voices are earnest and serious, the voice of parody is irrelevant, playful and antagonistic to both the Petrarchan voice of moral allegory and the Clerkly voice of secular humility.

Comprehensive overview of the role of mitochondrial dysfunction in the pathogenesis of acute kidney ischemia-reperfusion injury: a narrative review

  • Min-Ji Kim;Chang Joo Oh;Chang-Won Hong;Jae-Han Jeon
    • Journal of Yeungnam Medical Science
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    • 제41권2호
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    • pp.61-73
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    • 2024
  • Acute kidney ischemia-reperfusion (IR) injury is a life-threatening condition that predisposes individuals to chronic kidney disease. Since the kidney is one of the most energy-demanding organs in the human body and mitochondria are the powerhouse of cells, mitochondrial dysfunction plays a central role in the pathogenesis of IR-induced acute kidney injury. Mitochondrial dysfunction causes a reduction in adenosine triphosphate production, loss of mitochondrial dynamics (represented by persistent fragmentation), and impaired mitophagy. Furthermore, the pathological accumulation of succinate resulting from fumarate reduction under oxygen deprivation (ischemia) in the reverse flux of the Krebs cycle can eventually lead to a burst of reactive oxygen species driven by reverse electron transfer during the reperfusion phase. Accumulating evidence indicates that improving mitochondrial function, biogenesis, and dynamics, and normalizing metabolic reprogramming within the mitochondria have the potential to preserve kidney function during IR injury and prevent progression to chronic kidney disease. In this review, we summarize recent advances in understanding the detrimental role of metabolic reprogramming and mitochondrial dysfunction in IR injury and explore potential therapeutic strategies for treating kidney IR injury.

Narrative Strategies for Learning Enhanced Interface Design "Symbol Mall"

  • Uttaranakorn, Jirayu;McGregor, Donna-Lynne;Petty, Sheila
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2002년도 ITC-CSCC -1
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    • pp.417-420
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    • 2002
  • Recent works in the area of multimedia studies focus on a wide range of issues from the impact of multimedia on culture to its impact on economics and anything in between. The interconnectedness of the issues raised by this new practice is complicated by the fact that media are rapidly converging: in a very real way, multimedia is becoming a media prism that reflects the way in which media continually influence each other across disciplines and cultural borders. Thus, the impact of multimedia reflects a complicated crossroads where media, human experience, culture and technology converge. An effective design is generally based on shaping aesthetics for function and utility, with an emphasis on ease of use. However, in designing for cyberspace, it is possible to create narratives that challenge the interactor by encoding in the design an instructional aspect that teaches new approaches and forms. Such a design offers an equally aesthetic experience for the interactor as they explore the meaning of the work. This design approach has been used constructively in many applications. The crucial concern is to determine how little or how much information must be presented for the interactor to achieve a suitable level of cognition. This is always a balancing act: too much difficulty will result in interactor frustration and the abandonment of the activity and too little will result in boredom leading to the same negative result In addition, it can be anticipated that the interactor will bring her or his own level of experiential cognition and/or accretion, to the experience providing reflective cognition and/or restructure the learning curve. If the design of the application is outside their present experience, interactors will begin with established knowledge in order to explore the new work. Thus, it may be argued that the interactor explores, learns and cognates simultaneously based on primary experiential cognition. Learning is one of the most important keys to establishing a comfort level in a new media work. Once interactors have learned a new convention, they apply this cognitive knowledge to other new media experiences they may have. Pierre Levy would describe this process as a "new nomadism" that creates "an invisible space of understanding, knowledge, and intellectual power, within which new qualities of being and new ways of fashioning a society will flourish and mutate" (Levy xxv 1997). Thus, navigation itself of offers the interactors the opportunity to both apply and loam new cognitive skills. This suggests that new media narrative strategies are still in the process of developing unique conventions and, as a result, have not reached a level of coherent grammar. This paper intends to explore the cognitive aspects of new media design and in particular, will explore issues related to the design of new media interfaces. The paper will focus on the creation of narrative strategies that engage interactors through loaming curves thus enhancing interactivity.vity.

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건축 표피디자인의 인터렉티브 아트적 표현연구 (A Study on Interactive Artistic Characteristics of Architecture Surface Design)

  • 이경화
    • 한국디지털건축인테리어학회논문집
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    • 제8권2호
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    • pp.39-46
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    • 2008
  • Current architecture can receive support of and command various ways of expression by more advanced technology of the present time, this means the formation of changeable external design of building, and has the tendency to be interactive non-rheological shape. Accordingly surface of building is decorated not only by the basic function and the expression of information, but also by complex narrative image structure or text, so far as recognizes human as the subject of communication, and is trying the artistic expression interacting with the general public. In various expressive tendency of current architecture surface design, such an approach from a view of an interactive art trying the communication between architecture, art, and human has the meaning of suggesting the direction of directing emotional architecture giving a present to the morderners who are growing more and more an earnest desire for experiencing culture and art in their daily life.

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Odoo Data Mining Module Using Market Basket Analysis

  • Yulia, Yulia;Budhi, Gregorius Satia;Hendratha, Stefani Natalia
    • Journal of information and communication convergence engineering
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    • 제16권1호
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    • pp.52-59
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    • 2018
  • Odoo is an enterprise resource planning information system providing modules to support the basic business function in companies. This research will look into the development of an additional module at Odoo. This module is a data mining module using Market Basket Analysis (MBA) using FP-Growth algorithm in managing OLTP of sales transaction to be useful information for users to improve the analysis of company business strategy. The FP-Growth algorithm used in the application was able to produce multidimensional association rules. The company will know more about their sales and customers' buying habits. Performing sales trend analysis will give a valuable insight into the inner-workings of the business. The testing of the module is using the data from X Supermarket. The final result of this module is generated from a data mining process in the form of association rule. The rule is presented in narrative and graphical form to be understood easier.

무빙 포스터 디자인을 구성하는 요소 연구 (A Study on the Elements of Moving Poster Design)

  • 전 혜 연
    • 한국멀티미디어학회논문지
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    • 제23권2호
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    • pp.361-367
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    • 2020
  • This study analyzed the factors consisting moving poster design. In order to analyze the elements of moving poster, the researcher reorganized the elements of moving posters by referring to the previous studies on printed posters, motion graphics and works of moving posters. In this study, moving poster components were classified into 'communication', 'visual and form', and 'sound'. In 'communication' section, moving posters had narrative elements, including scenes, because of the time and movement added by the poster's original function. The 'visual and form' section was classified into graphics, layouts, movement, and time. Graphics refered to various graphic objects constituting the screen such as photo, illustration, typography, color, diagram. Layout means screen layout, size, and orientation of the screen. Movement section was divided into 'subject of movement' and 'attributes of movement'. Time was classified physical time such as playing time and subjective time felt by the audience. Also, the researcher categorized 'sound' as an additional section, since most moving posters did not include sound.

공간에서의 인터랙션 디자인 개념 적용에 대한 연구 (A Study on Applying the Concepts of Interaction Design to Space)

  • 강성중;권영걸
    • 한국실내디자인학회논문집
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    • 제14권3호
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    • pp.234-242
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    • 2005
  • Interface is a medium or channel to communicate between human and things, while interaction is the manner of communication between them. Interaction design is designing experience of user through the interaction process for human, thing, system, and space. Richard Buchanan suggests four kinds of interaction: interface (person to thing interaction), transaction (person to person interaction), human interaction (human and environment interaction) and participation (human to cosmos interaction). With digital technology, architecture and space design have made various experiments at form, function, and content of space. Space evolves from a physical container to a stage to provide narrative and create new experience to users. Since understanding users, creating experience, efficient space design, content planning, and applicable technology are required for interaction design in space, multi-disciplinary research and cooperation is needed.

The use of platelet-rich plasma in management of musculoskeletal pain: a narrative review

  • Thu, Aung Chan
    • Journal of Yeungnam Medical Science
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    • 제39권3호
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    • pp.206-215
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    • 2022
  • Musculoskeletal pain is the most common pain reported by patients. Platelet-rich plasma (PRP) is widely used to treat musculoskeletal pain. However, the efficacy of PRP to treat this pain remains controversial. This review highlights the application of PRP in the treatment of musculoskeletal pain. PRP treatment appears to reduce pain and improve function in patients with musculoskeletal pain. However, there are limitations to the currently published studies. These limitations include the PRP preparation methods, type of activators, types of pathology to be treated, methods and times of administration, and association of PRP with other treatments.